SplitJump / System Malfunction .

Started by AgentX_003, May 26, 2008, 01:15:39 AM

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AgentX_003


                                       Split JuMp

Not really a big deal but i believe this topic covers it all , do you think its possible to make it to one singular jump because.. i personally found it soo annoying they messed up in Chaostheory with that having to doubletap jump when you just wanna perform one action . quickly and painlessly ..


                                     System Malfunction

For when a spy shoots the merc in the back of the head when hes asleep, is that gunna be fixed too so that

the merc can't see his hud when he wakes up.. they messed that up also in chaos theory anyway , this is my twocents to breath new thoughts / ideas into this forum .  Instead of all this banter back n forth on one topic xD


-Thanks Murdy for da Sig <3  xD

frvge

We might be able to make splitjump another key or... even better... use the double-jump mechanism of UT3 to find the apex of the jump and then run our own splitjump code instead of the double jump code so it's easier to splitjump.

If the models allow, yes, of course.
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Farley4Fan

Hasn't been discussed to death?  Maybe.  Sorry if I'm mistaken, could have been somewhere else I was talking about this.  Ubi forums back in the day?  Anyways, I'd think this would be very welcome.

But Gaiz!!  I was tinkking, maybe dat when a spyz wantxz to jump bai a spl1t jumpp & duz not wannt to splittt jumpp he presses the botton once and duz a slpit joomp on axidetnz!

goodkebab

they nerfed the shooting mercs head while he is unconscious quite deliberately.  Honestly,  I can see why.


AgentX_003

Quote from: goodkebab on May 26, 2008, 09:54:46 AM
they nerfed the shooting mercs head while he is unconscious quite deliberately.  Honestly,  I can see why.




i dunno if thats true or not.. but a headshot .. is a headshot.. be it standing or on the ground =/.


-Thanks Murdy for da Sig <3  xD

.leelu12.

Why does split jump not always work? Sometimes when you double tap, the spy puts one leg up and then doesnt put the other one out :S

Does shooting in the head actually work? I always seem to have a hud when i stand up and people do that to me.

Btw, i know how to put a merc into a coma (:D) in Ct, maybe this should be included in PS :P (Jk guys Jk!)
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Gawain

i'm fine with split jump controls, though it's
1) not intuitive enough that you have to look at the wall
2) wall jump should be possible everywhere

the ss-headshot is totally overpowered anyways, just reduce the no-hud/sniping timer from 10s to 5s and make it the same on the ground (timer starting right after ss-shot: balanced because the spy would have to stay/come back next to the merc till he wakes up to accomplish any real effect).

Westfall

I think a good fix to split jump would be having to stand still and hold the jump button. You can't exactly be moving and hold the jump button for it to work. If you're running at a wall and hold jump you flip back off of it. If you're standing still next to a "split-jumpable wall" Then I think just holding the jump button would be the easy fix as opposed to making it a different button all together.

Farley4Fan

I don't think the ss headshot is op, at all.  If there is no reward for shooting the merc in the head there is no reason to aim for it because the body is a much bigger target. 

As for split jumps.  I know it's been discussed to death, but what about the half split jump?  That would be awesome.  The maps would have to be designed with narrow corridors where the spy can slowly climb his way up.  Does anyone also think that the maps should be a bit more vertical than CT's maps?

Gawain

@westfall: the only thing bad about splitjump controls is that most people don't know that they simply have to look at the wall to make it work. making that "hitbox" a little bit bigger and explaining this mechanic in the tutorial should take care of this problem.

@papaskull:
i don't want to take away the whole benefit of a ss-headshot, but 10s with no hud/sniping possibility is just an insanely long time.
i'm fine with a half-splitjump connected with new climbing possibilities, but it's probably too much animation work.
i don't want maps to become any more vertical because it would result in nothing but super-mario-brothers with an insanely advantage for the spies.

BurningDeath

Quote from: Rambo on May 26, 2008, 08:32:28 PM
@westfall: the only thing bad about splitjump controls is that most people don't know that they simply have to look at the wall to make it work. making that "hitbox" a little bit bigger and explaining this mechanic in the tutorial should take care of this problem.
1.) Split jump works better if you (the spy) look in 90Ã,° from the wall.
2.) Split jump works unreliable, sometimes it won't work, even tough you did the exact same thing you did the last time.
3.) that's whats wrong with splitjump.

Gawain

i just weng ingame to test it and you're right, you just have to stay next to the wall in about a 90Ã,° angle to it. i tried 20 quick splitjumps and did 19 of it, so i began wondering why i couldn't do that as a newb. what i found out is that i sub-consciously was hammering on the jump button like crazy while performing the move. when i tried to do it with only 3 button-hits, it failed over 50% of the time. so i don't think standing in the right angle is the problem, but the jump-button timing and lack of explanation in a tutorial.

BurningDeath

Quote from: Rambo on May 26, 2008, 09:24:52 PM
i just weng ingame to test it and you're right, you just have to stay next to the wall in about a 90Ã,° angle to it. i tried 20 quick splitjumps and did 19 of it, so i began wondering why i couldn't do that as a newb. what i found out is that i sub-consciously was hammering on the jump button like crazy while performing the move. when i tried to do it with only 3 button-hits, it failed over 50% of the time. so i don't think standing in the right angle is the problem, but the jump-button timing and lack of explanation in a tutorial.
yep, that's right!

Farley4Fan

Quote from: Rambo on May 26, 2008, 08:32:28 PM
@westfall: the only thing bad about splitjump controls is that most people don't know that they simply have to look at the wall to make it work. making that "hitbox" a little bit bigger and explaining this mechanic in the tutorial should take care of this problem.

@papaskull:
i don't want to take away the whole benefit of a ss-headshot, but 10s with no hud/sniping possibility is just an insanely long time.
i'm fine with a half-splitjump connected with new climbing possibilities, but it's probably too much animation work.
i don't want maps to become any more vertical because it would result in nothing but super-mario-brothers with an insanely advantage for the spies.

Unless the spies spawn below and it's easy for mercs to go up.  Especially with snipers, the mercs could have an advantage of high ground.  Almost like Orphanage at the start of the game.  Of course not all maps should be designed like this but I think there should definitely be some sections that go high up.  With elevators, stairs, ropes, bridges, zip lines (what if there were some zips that mercs could use?)...  To me all the CT maps felt rather flat.  And for high flying spies with incredible agility, I find that pretty annoying tbh.  To have all this ability but nowhere to use it, know what I mean?  I liked the height of Station, Orphange, Factory, Steel Squat, and Sector 1 of Warehouse.

Succubus Dryad Of The Undying Comet

...i can do it 10/10 with 2 space hits (own server, with lags it's harder - 7/10), just like it was in pandora. The only change i noticed is the angle you need to approach the wall at.